Key Software & Workflow
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Primary Software: Autodesk Maya.
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Main Role: Rigging various assets, including characters, props, and environments.
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Rigging Techniques:
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Skinning: For main and sub-controls.
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Constraints: For managing hierarchies.
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Blendshapes: For skin-weight fixes and layering deformers.
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Driven Keys: To control blendshape targets based on specific parameters.
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Facial Rigging: Driven by blendshapes (except jaw and eyelashes, which use skinning).
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Ensure consistent topology for easy transfer between characters.
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Scripting and Automation:
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Python scripting to improve efficiency in the rigging workflow (e.g., automate repetitive tasks, and optimize asset handling).
Additional Roles and Contributions
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Quality Control:
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Ensuring assets are production-ready for animation and lighting stages.
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Tech Fixes:
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Solving issues that arise during production (e.g., automated wheel rig creating multiple undo queues per frame—fixed by modifying the expression to omit unnecessary undo calls).
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Asset Preparation:
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Retopologizing models for better rigging compatibility.
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Creating stand-in assets/cache for foliage or large scenes to reduce graphical demand without impacting final render quality.
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Cost-Effective Solutions:
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Prioritizing rigging solutions over FX to reduce production costs.
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Collaboration:
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Working closely with animation and texturing teams to resolve issues in the later stages of production.
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01
Blendshape-Driven Facial Rigging
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Example: Top eyelid closing is driven by a single blendshape target.
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Advantages:
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Simpler to edit and transfer to other characters compared to skinning-based methods.
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Easier to setup the rigging system
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Limitations:
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Less flexibility and more rigid movement compared to skinning.
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More constrained in terms of the facial movements
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02
2. Stand-In Foliage for Layout Stage
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A low-poly version of foliage is created and nested with a stand-in file (ASS).
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The high-poly version is replaced with a stand-in file to optimize scene performance.

03
Flexible Body Rigging
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Designed for use in multiple scenes, requiring flexibility in deformations.
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Focus on limbs: Ensuring proper deformation in extreme positions (e.g., bending more than 90 degrees).
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Achieved through blendshape fixes and sub-controls (e.g., on sleeves) for added flexibility.

04
Hair Rigging with Dynamics
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Characters with long or medium-length hair are rigged with dynamic simulations.
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Hair movement is driven by the character’s motion, providing a more natural look.

05
Asset Swap between Low-Poly and High-Poly Models
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Low-poly stand-ins used for stationary assets (e.g., background props, buildings).
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Low-poly models can’t be animated unless baked.
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For animated assets (e.g., opening a door), high-poly versions are swapped in only when needed, optimizing scene performance.

06
Prop Rigging
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Most objects in the scene are rigged for flexibility
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Constraints are preferred over skinning for simple objects, especially in large scenes to reduce scene complexity and improve performance.

07
Soft Object Rigging (FK/IK)
Soft objects (e.g., clothing, fabric) use a combination of FK and IK to simulate realistic movement and deformation.

08
Asset Variations
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Rigging settings allow easy switching between day and night versions of assets.
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Proper labelling is essential to avoid confusion when textures are not visible in the viewport.
